Here's the write-up for the temporary rules governing the Space Age Relic Hunters adventure. This is going to be a trial thing to see how well it all works and how much people like it. Madea and I have worked pretty hard on this and we're excited to see what you all think about it.

IMPORTANT NOTE: We recommend that after reading these rules, you make a new version of your character in the relic hunter system specifically for this adventure and use the character template offered in this adventure.

This will require some proactivity on your part! We've created base versions of each character type equivalent to a Relic Hunter and if you don't create a new sheet with your updated character, we'll do it for you.

PLEASE DO NOT MAKE NEW CHARACTERS FOR THIS ADVENTURE, USE THE SAME APPEARANCE AND NAMES SO DONNY DOESN'T HAVE TO LEARN FIFTY NEW FACES ON TOP OF ALL THE NEW CONCEPT ART HE HAS TO DRAW.

IMPORTANT CHANGES: Archive 2 is closing very soon, and the squads/members who still want to play will all be moved to campaign 1. Because this means that there will likely be an increase in panels, less characters will be shown in each panel to keep the strain on Donny down.

He's a great artist, but he's not a machine and it would be unfair to force him. Reducing the number of shown people per panel will also keep the time between pages around where they normally are.

What this also means is that there will be less failure for missed actions, and missed votes will ensure your character is not shown even if it would have been their turn. If many people fail to vote, however, I might be tempted into creative failures.

FACTIONSThere are no factions in this adventure, per se. However, there are two competing resource-hunting ships from the newly founded Survey Fleet: The Ini'riia and the Quill'yate. Players from the Quill'yate will have red-marked armor, and those from the Ini'riia will have green-marked armor. As part of their maiden voyages, the hand-picked crew will be striving to make their respective commanders look good for Fleet Admiral Sillice, thus earning accolades, rewards, and a bigger portion of the Armada Budget for future mission equipment.

SHIP A.I.Due to the success and stability of the D.I.V.A. A.I. system over the course of the war, these new ships have been outfitted with Third Generation versions. Color-coded for your convenience, of course.

GRID SQUARE SYSTEMAt the start of the adventure, a rough topographical map of the target area on the planet's surface, broken down into grid squares, will be displayed. Squads may pick a square as their starting point and use this grid determine movement in a turn. A squad can normally move about two grid squares per turn if terrain allows.

CLASSES AND MODSThe classes work basically the same: Weapon Specialists (referred to as "Soldiers") and Mana Specialists (referred to as "Technicians" or "Techs").

We're solidifying the modification feature of Relic Hunters to better fit with the Space Age theme of the world setting. These "mods" will drive your capabilities, working much like the golem mods did, but with more variety while focusing the mechanic to take the place of the rather open-ended and undefineable mana arts system.

Both mod slots and mods will be class specific.

MODSEveryone gets a Weapon slot, with one Weapon mod slot. Everyone gets two Armor mod slots, but many mods you come across will be class specific.Soldiers get one Tool mod slot, while Techs get two Tool mod slots.

To start, only basic equipment is given. Improved equipment or mods will have to be found, purchased, or rewarded, AND SPACE SILLICE IS VERY SKIMPY WITH REWARDS!! IF YOU ACT LIKE THE SHAME OF THE FLEET, YOU GET NOTHING!!!! ( )

TYPES OF MODS

WEAPONSThis slot is your basic weapon that adds to your squads ability to respond to threats. While all weapon specialists can use any of the weapons, you can only select a basic model at first. Weapon specialists can select from a variety of mana-powered plasma weapons: Assault Rifle, Sniper Rifles and Heavy Cannon.

Technicians may choose from a Heavy Pistol or a repeating Assault Pistol.

WEAPON MODSThe basic starting weapon mod for the assault rifle is an enhanced Energy Cell, which allows for longer sustained fire. The basic Sniper Rifle mod is an improved Scope, which increases the range the sniper to any target in the entire grid if terrain allows. The Heavy Cannon is a Heavy Cannon.

The basic mod for Technicians, regardless of weapon, will be a Basic Targeting Assist, which improves accuracy to make up for a lack of combat training.

All players have a basic Energy Shield mod equipped, which is a personal energy shield designed to prevent you from dying if caught unawares.

The second mod slot is empty. You'll have to find new ones for this slot (budget cutbacks, you know.)

TOOLSEveryone has basic rations, water and space future climbing gear (i.e., grappling winch) as part of their armor without modification. Additionally, Soldiers get one Tool slot, which is currently filled with an Emergency Medkit that will stabilize one team member.

(NOTE: No huge background for this adventure, please! A small paragraph at most, if you must, to indicate the economic background your character came from. And only if you've actually read the Space Age comic on Daydream.)

(NOTE: No huge background for this adventure, please! A small paragraph at most, if you must, to indicate the economic background your character came from. And only if you've actually read the Space Age comic on Daydream.)

SQUAD ITEMS AND CREDITSMoney is handled differently in this adventure, meaning that squad accounts are updated on spot and tracked by the ship AI. The squad can communicate with the ship at any time (barring interference on-planet) and request support from the ship (which will cost).

All squads will start with 10,000 starting credits, and a bonus based on their RH squad account balances.

Additionally, certain support requests will not be able to land exactly where you want them to (especially if not everyone was paying attention), which might mean a trek to get there!

List of Sample Support Requests:Orbital Strike - 25,000 credits (Obliterates specified grid square and everything in it. In a justifiable dire emergency, you may (MAYBE) go into negative account balance which must be paid off before any other purchases can be made)

Emergency Shelter Drop - 500 (Drops a small reinforced shelter that can shield the squad from extreme environmental conditions.)

Casualty Evacuation - Free (This is for dead members, but be prepared for the squad to bear the "Shame of the Fleet" badge until Rasp reclaims it.)

ADVENTURE OVERVIEWTwo ships from the Survey Fleet have been dispatched to a selected planet to find and secure resources to aid in the war effort. As this is a sector of space that not a lot of data is present on, it is unknown what threats await on the planet. As such, the ship will deploy squads of resource-hunting troops to find what they can.

Space Sillice is counting on you~! (If only becuase she can't count on anybody else. )

Do we post something in front of their names to show that they are for space age ? A symbol or something to keep them from getting confused with our original RH charas...? ;

Will we stick with our original squad mates and team name or are we allowed to make whole new teams and leaders? IS GENDER SWITCHING ALLOWED? ...since I don't see a ( same as in RH ) in front of it. :'D ( sorry for the nitpicks )

Everything sounds so good so far, you guys worked really hard. Looking forward to this! @W@

Tohya wrote:The cost difference in having a Blood or Metal specialist in squad as opposed to calling one down, tends to encourage squads to have a Metal spec.

Blood - Field Surgeon = 2,000cr

Metal -Repair/Armorer =3,500cr (Repair and Mod install)

Or does the Repair team request also include mod installs? If the repair team can install mods, then reduce just mod install to 1,000cr.

Which of the Tool Kits have expendables that need resupplying? The x2 or x5 tool kits would seem to be expendable, weapon energy cells?

Note it says "Sample List" to give an idea of the things that'll be on there. It's not comprehensive yet.

To add to what Runes already said, it all depends on how the squads go about their missions. If a squad has three soldiers, a "blood" tech and a "metal" tech, then that squad will be very prepared to take care of themselves in the event they find mods (don't assume you'll find enough mods to make that worthwhile), but they'll be completely incapable of surveying resources on their own.

Costs will be comparable no matter what the party configuration; you're going to have to spend money for support no matter your configuration, but you also want to make money and come out ahead.

Weapon energy cells won't be tracked right now. The mod for assault rifles is basically a greater sustained fire duration, which gives an advantage in a firefight as you can go longer between reloads so it's a capability bonus.

Tsuris wrote:The grid system has me a bit confused, is that kind of like what's happening in C2 in terms of the maze thing at the top?

More like what PtP has going on; it's going to be a view of the planet surface showing a rough terrain types within the mission area. What's actually in each grid square is not going to be detailed until the squad explores it. For example, say each grid is a square kilometer; that's lots of space to explore or get lost in.

Personality: Cynical, but by-the-book and focused on missions. She has little tolerance for goofing off or unprofessional behavior, and can come off as cold, and somewhat uncaring. She does not smile often.

Background: Raised in an orphanarium on the homeworld, the headmistress was a cruel and abusive woman. Zan'nah used an old TK-13 pistol the headmistress kept in her office to kill her in order to stop her from beating another of the children to death. Charges dropped due to her young age (the headmistress had quite a reputation as well) so long as she joined the military academy.

Graduated Military Academy with average marks in weaponized combat but did well in hand to hand combat and excelled at nanite use, almost immediately designated as a field surgeon, despite her lack of enthusiasm for the position.

Currently stationed on the newly deployed resource hunting ship "Quill'yate".

((Space Zan'nah is rather different from her Relic Hunter counterpart ))